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<p>Okay, after viewing it on the desktop, I was able to get it to
work on the iPhone, but got a bit lost. I will continue on the
desktop until I get a chance to look at it on the iPad.</p>
<p>John<br>
</p>
<div class="moz-cite-prefix">On 12/14/21 00:46, John Carlson wrote:<br>
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cite="mid:CAGC3UEn226rgUEuqGZ7Vkm_CDXhe=NJCCoHXe2gWSMp9O=SELw@mail.gmail.com">
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<div dir="auto">Interesting, but I couldn’t see much beyond the
hierarchy on iPhone. I will probably try the iPad tomorrow.</div>
<div dir="auto"><br>
</div>
<div dir="auto">Is there a spec or schema for their JSON, or did
you base your work on examples?</div>
<div dir="auto"><br>
</div>
<div dir="auto">I think the challenge these days is making
everything work on a variety of devices. Ultimately there will
be another Windows. They need a kind of TIOBE index for
TypeScript software.</div>
<div dir="auto"><br>
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<div dir="auto">If Babylon has a json schema, I could probably
enhance my fuzz generation for schema 2020-12</div>
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<div dir="auto">John</div>
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<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Mon, Dec 13, 2021 at
11:54 PM Andreas Plesch <<a
href="mailto:andreasplesch@gmail.com"
moz-do-not-send="true" class="moz-txt-link-freetext">andreasplesch@gmail.com</a>>
wrote:<br>
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<blockquote class="gmail_quote" style="margin:0px 0px 0px
0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">I
am interested in using BabylonJS, similar to ThreeJS, as a
simple<br>
web based X3D viewer since it has all the latest rendering
features,<br>
and a well supported code base and community.<br>
<br>
First, I am just looking at Shapes, no events or anything
dynamic.<br>
Here is a first impression:<br>
<br>
<a
href="https://observablehq.com/@andreasplesch/x3d-babylon-viewer/2"
rel="noreferrer" target="_blank" moz-do-not-send="true"
class="moz-txt-link-freetext">https://observablehq.com/@andreasplesch/x3d-babylon-viewer/2</a><br>
<br>
Checkout out the node inspector. It is nice and could also
provide<br>
some inspiration.<br>
<br>
Basic geometry and ITS as well as IFS work, as well as basic
material<br>
and diffuse image texture. Background, Viewpoint, headlight
and a few<br>
light types are also working. DEF/USE is also somewhat
supported but<br>
has to be tweaked for node types since Babylon has various
kinds of<br>
instancing for shapes, but other objects have to be shared
by<br>
referencing on a JS level. The converter works by
constructing a BJS<br>
scene, as intended, and then serializing to their JSON
format which<br>
supports most features. There will need to be some
postprocessing<br>
after importing back to reestablish some DEF/USE object
references in<br>
memory.<br>
<br>
I think after adding Extrusion and ElevationGrid, this could
already<br>
be useful for static uses. Not sure about Inline as it will
require<br>
namescopes and invoking the parser from itself which
ObservableHQs<br>
reactive dataflow may not like. One idea which came up in
BJS forum<br>
was to hand code dynamic features around the imported Shapes
(Meshes).<br>
<br>
I am using ObservableHQ for rapid development/testing for
now.<br>
BabylonJS itself is TypeScript which will be an interesting
option.<br>
<br>
<br>
<br>
-- <br>
Andreas Plesch<br>
Waltham, MA 02453<br>
<br>
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</blockquote>
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